﻿using Asplode;
using Asplode.GameEntity.Weapons;
using BEPUphysics.Entities;
using Microsoft.Xna.Framework;
using Asplode.GameEntity.Characters;
using Asplode.GameWorld;

namespace FlyingGamePC.GameEntity.Weapons
{
    public class Unarmed : Weapon
    {
        public Unarmed()
            : base("unarmed", 0, 0, 0)
        {
        }

        public override void Shoot(Character character, Character target, GameWorld.EntityFactory entityFactory)
        {
            FinishShot();
        }
    }
}
